CompuServe Thread

#3DS v3 DXF Weird Imports

12 messages in this thread
#139789From: Bill ValaskiDec 5, 1994 5:04 AM
Hi folks! Does anyone have problems trasferring 3DFACE entities from AutoCAD r12c2 to 3D Studio via DXF? I've set up a simple series of faces to begin modeling the interior of an office in AutoCAD. The faces are all vertical walls – no goofy slanted surfaces or anything, and at 90 degrees to each other. When I export the entities (using the DXFOUT, Entities option) and merge or load them into the current project, the entities _will_ show up. I can assign materials to the faces like normal, set up cameras and lights – no problem. When I actually render the scene, though, half of the entities do not show up. Any suggestions about my problem? Thanks for any assistance! Bill
#139794From: Ted BoardmanDec 5, 1994 7:27 AM
Bill The problem is with face normals. You have to Select/Face to get the offending faces, then use Modify/Object/Normals/Face Flip. Or, you can turn the Force 2-Sided button on in the Render Still Image dialog box, or, better yet, create a material with the 2 sided button on the Material Editor. Good luck TedB !^NavFont01F0006MGHHHK9EA6
#140015From: Bill ValaskiDec 6, 1994 5:25 AM
Ted, Thanks for all the info. Right now the model is pretty simple, so I'll try forcing the rendering to 2-sided, but we'll have to see as I try to add more information. Bill
#140167From: Ted BoardmanDec 6, 1994 4:46 PM
Bill Download a file from the forum library called Optimiz.zip. It is a full working version of the Yost Plug-in with face normal flipping capability. It won't let you save the file, but it would give you a very good idea of exactly which faces were causing the problem, especially on complex files. Have fun. TedB !^NavFont01F0006MGHHHK9EA6
#139910From: Christophe Van OyenDec 5, 1994 3:32 PM
Just do what Ted told you, there is nothing more to it, in some cases the only solution is to do 2sided rendering, or you might be working for days to work out which faces point in the right direction and thus adjusting the ones which are wrong. Otherwise you should always draw your 3D face counter clockwise in AutoCAD seen from the direction that it is visible. Just lets say this: 3DS tries to increase rendering speed by only calculating the positive face side of a 3Dface, so if the normal points in the wrong direction you will not see it. Either you adjust that face as Ted says or you do 2 sided rendering where all sides of a face are calculated. Christophe
#140017From: Bill ValaskiDec 6, 1994 5:25 AM
Christopher, Yeah, I'll have to pay attention as I create the stuff in AutoCAD. Now if I use the AutoCAD 3D* commands to create elements and then export those via DXF, will the appear correct, from all sides, within 3DS? Does the new v4 "fix" this problem, or is it more getting into the correct habit when creating 3D elements within CADD packages? Bill
#140151From: Christophe Van OyenDec 6, 1994 3:48 PM
R4 does not fix this and I'll doubt you will ever create a model of a certain complexity in any CAD program that will import perfectly, it will nearly always need some fixing if you want to get rid of 2sided rendering, however to me this has not been a big problem so far. Mostly if I have complex models I simply take into account that 2sided rendering is the only solution, rather let the machine spend a few extra hours or days then me fixing all the normals, might also take days when I do architectural models in AutoCAD and import them to 3DS and then fix all the normals. Christophe
#140170From: Jonas Ruikis [ADESK]Dec 6, 1994 4:53 PM
Hi Christophe, << might also take days when I do architectural models in AutoCAD and import them to 3DS and then fix all the normals. >> Is this using Optimize to help identify and flip the normals? jonas[adesk]
#140307From: Christophe Van OyenDec 7, 1994 5:44 AM
Yes this is using optimize, models gets so complex that even optimize does not help me out always, for small models like cars etc optimize is wonderful, it once helped me reduce a 3MB file to about 1.3 MB, just by reducing to complex models in a 3D. But the flip normals possibilities for large objects are still difficult, one has to consider why one needs it, sometimes it is to time consuming certainly for stills to adjust all normals and then rendering. 2sided is much faster then. I'd have to split the objects into smaller objects to succeed however this is not always possible. However one thing that would help me if I could have the optimize window full screen, this would be a great help. Christophe
#139917From: James Coulter[Mindscape]Dec 5, 1994 3:54 PM
In addition to Ted's good advice, here are some observations I have made for best results when importing a DXF from ANY application: 1) In the "other" application, save the different parts of your objects to different layers. 2) When importing to 3DS, derive objects from Layers. Do not Weld on import. Do not Unify normals on Import. 3) Once the object is imported, you can weld it by selecting all of the faces in a single object and using Modify/Vertex/Weld. 4) You can then try to Unify the normals by using Surface/Normals/Object Unify. Some manual clean up may be required as per Ted's advice. Good luck. — James — MAP —
#140018From: Bill ValaskiDec 6, 1994 5:26 AM
James, I'll try and do that. My last attempt at importing everything used separate layers for each group of entities, which I exported to separate DXF files. I'll bring them in without "welding" and "unifying" and see what happens. Thanks! Bill
#140715From: Forcade & AssociatesDec 8, 1994 7:58 PM
Bill, Before you do a Surface/Normals/Object Unify make sure that the object doesn't have multiple elements in it. If it doesn't then ObjectUnify will usually fix your problem. If the object has multiple elements, ObjectUnify can make things worse. The reason is that ObjectUnify has to determine what is inside and what is outside the object. If you have multiple elements, you have multiple insides and that can confuse 3DS. Most commands in AutoCAD will produce an object that is either all normal or all reversed and for these objects a simple Surface/Normals/Object Flip will do. If you have been building manually with 3Dfaces, then you will need Object Unify. After a while you get in the habit of counterclockwise faces and make fewer mistakes. Of that type anyway<g>. Terry Gilbert Forcade & Associates